Analysis by MackerelPye
Sharena - Princess of Askr

4 Star Story

Obtainable as a 4 from story

Hero Stats

Max Avg Total Stats at Lvl 40
HP 43
ATK 32
SPD 32
DEF 29
RES 22

Stat Variations

Level 1 Stat Variation
Low 18 7 9 6 4
Middle 19 8 10 7 5
High 20 9 11 8 6

Level 40 Stat Variations
Low 40 29 29 25 19
Middle 43 32 32 29 22
High 46 35 35 32 25

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.

This unit requires use of Trait Fruits to get access to IVs

Skill Sets

Friendly, Friend, Friends! (Bond Stacking Build)

Build by MackerelPye
Fensalir (+Eff) A Atk/Spd Bond (3 or 4)
Alternate: Atk/Def Unity
Positional Assist B Null Follow-Up 3
Alternate: Wings of Mercy 3
Blue Flame
Alternate: Moonbow
C Joint Drive Spd
Alternate: Spur Atk/Res 2

+SPD / -HP or -RES

SAtk/Spd Bond 3
Alternate: Atk/Def Bond 3

Show Explanation/Analysis

Weapon: Fensalir (+Eff)

Assist: Positional / Rally Assist

Special: Blue Flame / Moonbow / Bonfire

Passive A: Atk/Spd Bond / Atk/Def Unity / Atk/Res Bond / Atk/Def Bond / Other Bond skills

Passive B: Null Follow-Up / Wings of Mercy / Renewal

Passive C: Joint Drive Spd / Spur Atk/Res / Any Dual Spur skills / Infantry Rush / Flexible

Sacred Seal: Atk/Spd Bond / Other Bond skills 

  • Sharena's triple Bond build is simple but deceptively impressive; the combination of three Bond skills together improves Sharena's otherwise-lowkey statline pretty well, allowing her to play catch-up to a lot of newer units simply by being adjacent to an ally.
  • Fensalir is the heart of this build, providing Sharena's "third" Bond skill with a nice +5 buff in Speed and Defense. Secondly, it also provides a Dull effect against enemy buffs, which conveniently allows Sharena to mostly bypass the need to run a Lull skill (normally a standard on infantry melee units like Sharena) in her B slot.
  • A build based on building up stats via Bond skills, of course, require Bond skills.
    • Doubly stacking Atk/Spd Bond in both Sharena's A slot and Sacred Seal is an easy enough recommendation. This builds up Sharena's Speed even higher (to a net gain of +15 or +17 after Fensalir) while taking care of most damage output concerns Sharena has. 
    • Alternative Bond or Unity skills you can offer also apply here depending on your desired statline output. Unity skills in particular are extremely helpful since they grant Sharena effective immunity against enemy skills that punish unit adjacency, such as Sudden Panic or other Sabotage-style skills.
  • As stated, Sharena bypasses the need to run a Lull skill, opening her B slot to other options. 
    • Null Follow-Up is a priority recommendation as it disables the automatic follow-up effects of common skills in high-investment environments, such as Maltet, Bold Fighter, Quick Riposte, and a number of others. This significantly reduces the number of "cheap" matchups Sharena may encounter by making most battles effectively fair and stat-based.
    • Wings of Mercy is cheaper and more non-commital, but ultimately pretty effective with this build's playstyle as it allows Sharena to teleport adjacently to a badly damaged ally while keeping her Bond skills active. 
    • Renewal is also pretty noncommital and can act as a form of sustain in long-winded battles.
  • Blue Flame synergizes with this build's playstyle beautifully; in exchange for being adjacent to an ally—which is the purpose of this build anyway—it rewards a very beefy burst damage of 25. Otherwise, Moonbow is recommended for one-turn activation, whereas Bonfire typically gives close enough results to Blue Flame while being cheaper. 
  • For general and budget purposes, skills such as dual Spur skills and Infantry Rush encourage nearness to teammates while also having competent SP costs. The passive C slot is otherwise pretty flexible. For high-investment builds, Joint Drive Spd simply makes Sharena even more pristine on the follow-up side of things. 

Relationship Status: Eir and Peony OP BFFs! (Aether Raids Omnitank)

Build by MackerelPye
Fensalir (+Spd) A Distant Counter
Alternate: Smite
B Spd-Based DR B Slot
Alternate: Null Follow-Up 3
Alternate: Sol
C Atk Smoke 3
Alternate: Pulse Smoke 3

+SPD / -HP

SSpd/Res Solo 3

Show Explanation/Analysis

Weapon: Fensalir (+Spd) 

Assist: Reposition

Special: Noontime / Sol

Passive A: Distant Counter 

Passive B: Repel / Close Call / Spurn / Null Follow-Up

Passive C: Atk Smoke / Pulse Smoke

Sacred Seal: Spd/Res Solo 

  • Sharena may not seem like the type at first thanks to her rather mellow statline, but with the right ally support and skills, she can make for an actually rather formidable Aether Raids carry tank. This is due to a few factors:
    • Sharena is part of a consistent rotation of bonus units, meaning she benefits from +10 HP and +4 to all stats quite frequently. Combined with Light and Astra stat blessings with Mythic heroes, Sharena can actually become pretty well-off stats-wise, being on-par with non-bonus +10 Kris and Brave Dimitri. 
    • Sharena's infantry access grants her great exclusive skills in the form of the damage-reduction line (that is, Spurn, Repel, and Close Call at this time of writing) and Null Follow-Up.
    • Fensalir grants a Dull effect against all targets when refined, which saves her the need to run a Lull skill like other infantry tanks.
    • There are a number of great new ally skills to make up for Sharena's shortcomings. For example, Peony's Flower of Joy can easily provide remote buffs cardinally, while Flayn's Staff of Caduceus can make up for a lack of damage-reducing B slot skills (especially if running Null Follow-Up). 
  • The build itself is pretty standard AR-O infantry speed tank fare: 
    • Ranged enemies are the bread, butter, and blood of Aether Raids. It follows that no A-slot is more necessary and optimal than Distant Counter, which allows Sharena to take on common key threats such as Reinhardt, Lysithea, etc. 
    • Repel, Close Call, or Spurn greatly reduces the amount of damage Sharena takes depending on how much she outspeeds her opponents. To accommodate for the required Speed difference, Spurn Spd/Res is generally this build's best Sacred Seal as it also benefits Sharena's humble Resistance.
    • Null Follow-Up shuts down artificial attempts at beating Sharena's Speed (especially Impact or guaranteed follow-up skills). Though Sharena will lack damage reduction, you can pick up the slack here with outsourced support such as Distant Guard, Geirskogul, Caduceus Staff, etc.
    • A consistent form of sustain will be needed versus defense setups with enemies in relatively concentrated formations; Sol and Noontime, therefore, take center-stage here.
    • A Smoke skill of choice allows Sharena to debuff multiple foes in a concentrated formation, which is a commonality in Aether Raids. 
      • Atk Smoke combines accessibility with usefulness by reducing the amount of potential damage dealt to Sharena.

      • Pulse Smoke breaks up Infantry Pulse defense setups by inflicting additional +1 cooldown upon affected targets. With it, Sharena is given enough leeway to deal with—if not fully neutralize—threats such as fully precharged Sonya, Sothe, and Sothis.

Eirforcing at Peony's House (Aether Raids Offense / One-hit Galeforce)

Build by MackerelPye
It's Curtains...+ (+Spd)
Alternate: Slaying Lance+ (+Spd)
A Life and Death (3 or 4)
Alternate: Flashing Blade (3 or 4)
Alternate: Smite
B Wings of Mercy 3
Galeforce C Time's Pulse 3
Alternate: Infantry Pulse 3

+SPD / -HP or -RES

SQuickened Pulse
Alternate: Atk/Spd Bond 3

Show Explanation/Analysis

Weapon: It's Curtains...+ (+Spd) / Slaying Lance (+Spd) / Brave Lance+ / Ninja Yari+ / Ninja Naginata+

Assist: Positional Assist / Flexible

Special: Galeforce

Passive A: Life and Death / Flashing Blade / Atk/Spd Bond / Fury / Swift Sparrow / Atk/Spd Push

Passive B: Wings of Mercy

Passive C: Time’s Pulse / Infantry Pulse / Flexible

Sacred Seal: Quickened Pulse / Atk/Spd Bond / Flashing Blade / Swift Sparrow

  • If you're looking for a consistent bonus unit that works with the offensive Galeforce team strategies in AR-O, you don't have to look further than the Askr Trio; Sharena in particular benefits greatly from her access to It's Curtains..., which immediately marks off 2 CD off Galeforce on Turn 1. 
    • Of course, with It's Curtains... being seasonally limited to a hero very few would bother with otherwise, users can instead rely on Slaying Lance, which permanently reduces Galeforce's long CD of 5 to 4 instead. Any of the Brave-style lances also works for decreasing Sharena's cooldown in rapid-fire hits, but will require some acceleration and Atk boosting support.
  • Given Galeforce's long cooldown values even after either weapon, you will still have to make some pricey inheritance decisions or pair Sharena with outsourced precharge support, such as Velouria for her Wolfpup Fang or other allies with Infantry Pulse. Some combinations to help proc Galeforce in a single hit are as follows:
    • It's Curtains... + Time's Pulse + Quickened Pulse: Already achieves 4/5 charges and does not require Sharena to beat stat comparisons with a Blade skill.
    • It's Curtains... + Wolfpup Fang: Similarly achieves 4/5 Galeforce charges like the previous combination, but frees up Sharena's Sacred Seal and C slot for other options. Requires Sharena to be paired specifically with Velouria. 
    • It's Curtains... + Flashing Blade + Time's Pulse OR Quickened Pulse: If you can't afford to fit both Time's Pulse and Quickened Pulse on Sharena at the same time, running Flashing Blade can substitute for one of these as it quickly makes up for the 3/5 charge. However, it requires Sharena to attack an enemy she beats in Speed stat comparisons.
    • Slaying Lance OR Brave-styled Lance + Flashing Blade (A slot) + Time's Pulse + Quickened Pulse: By far the most independent but most unreliable of the listed combinations as Sharena will be totally reliant on her unboosted Speed stat (thanks to her A slot and Sacred Seal being taken) to activate Flashing Blade and thus fully charge Galeforce.
    • Slaying Lance + Wolfpup Fang + Flashing Blade (A slot or Seal): Far more forgiving than running two Pulse skills since Sharena has room for a Speed-boosting A slot or Sacred Seal. Again, she will be starting at a quite decent 2/4 charge.
    • Any combination mentioning Time's Pulse or Quickened Pulse can be substituted for outsourced Infantry Pulse support assuming you're running an ally with higher HP and that skill particularly. Other forms of Pulse may be considered (such as Rafiel's Groom's Wing) but are typically less teambuilding friendly.
  •  And, as most Galeforce teams have a starter beacon that can initiate into the opposing Defense and get down a low amount of HP to allow other allies to teleport to her via Wings of Mercy, it follows that Sharena should run this exact B skill for ease of use.

Bolstering Bonds and Breaking Bones (Low Investment AR Bonus / Support)

Build by MackerelPye
Fensalir (+Eff) A Fury (3 or 4)
Alternate: Life and Death (3 or 4)
Alternate: Reposition
B Spd/Def Link 3
Alternate: Spd/Res Link 3
Moonbow C Atk Tactic 3
Alternate: Distant Guard 3

+SPD / -HP or -RES

SRes Tactic 3
Alternate: Distant Guard 3

Show Explanation/Analysis
  • If you're lacking good Aether Raids bonus units for Offense, Sharena will be more than happy to pick up the slack with a simple support build. The premise is simple: keep her combat participation minimal (as she's rather lacking there without proper combat seals) and offer buffs and movement assist support wherever applicable. With the exception of tier 4 skills (which are hardly required) and Spd/Def Snag (also optional), this build is relatively achievable.
  • As support, the build's main qualities lie in its Assist, B slot, C slot, and Sacred Seal skills.
    • A notable Assist for support units in Aether Raids, Smite allows Sharena and her smitee to activate a trap without wasting a turn dancing or Repositioning themselves out. Shove is an option if you don't want the intended smitee to stray too far from Sharena in order to benefit from Tactic skills, Infantry Rush, etc. Reposition can still be used for traditional rescue tactics if you want to draw your allies away from enemy range. 

    • A Link skill in conjunction with the proper C slot and seal allows Sharena to support a combat unit by granting an array of bonuses to their stats. Spd/Def Link and Spd/Res Link, in particular, can easily be acquired by inheriting them from their respective Heroic Grail unit, while the remaining stat boosts are easily available in Tactics C skills and Sacred Seals. Wings of Mercy serves as an opportunity to more directly combat the opposition by allowing Sharena to teleport to a weakened ally—likely by sustaining enemy damage or activating Bolt Traps. When used with other Dance/Sing units that also have Wings of Mercy, this can result in an effective attack chain against highly fortified Defense setups. Fensalir's Bond effect is also reinforced by Wings of Mercy forcing adjacency. Finally, Spd/Def Snag is a pricey but solid option that allows Sharena to apply debuffs against groups of enemies. 

    • For C slot options, Atk Tactic combos well with the main listed links and is easily inheritable compared to the other Tactic skills (two of which are conveniently available as Sacred Seals). Additionally, the requirement to activate the skill can be relatively easy to activate as most of the currently-released Offense Mythic heroes (at this time of writing) are fliers. Otherwise, it's open to a host of out-of-combat and in-combat buffs you prefer. 

    • What has been said for the C slot also applies to the Sacred Seal: run a stat Seal you haven't covered already, or combo down on buffs such as Drive Atk or Distant Guard. Alternatively, if you're running Wings of Mercy, Atk/Spd Bond gives Sharena a fair bit of combat edge with combined with Fensalir if she has to fight.

  • The rest of the build is mostly neither here nor there; you don't have to think too much about Sharena's A slot outside of Fury (easy array of stats) or Life and Death (to allow Sharena to absorb Light Shrine debuffs easily especially with her bonus stats), and the only Special that fits Sharena's low-lived combat would be Moonbow.


Bonus Frequency 

Perhaps her biggest selling point, Sharena is part of two bonus unit rotations: one for Arena, and one for Aether Raids. She can be built optimally or cheaply for both modes with impressive results thanks to her previously mentioned perks, as well as the bonus stats that come with being a bonus unit. In spite of her lack of merges, Sharena is never a bad competitive investment for those who find rarely themselves summoning, though she will require a few expensive options via skill inheritance.

Serviceable Stats 

By current metagame standards, Sharena’s balanced statline isn’t exactly winning rewards. In practice, however, her relevant physically-inclined stats are malleable enough to take on current threats with sufficient investment. While her base 22 Res is indeed low, that, too, is workable with dedicated investment, especially in Aether Raids where she frequently benefits from bonus perks and Eir's HP/Res boosts in Light season.

Infantry Perks

Sharena's infantry status is one of her biggest carries. She is able to benefit from skills such as Spurn, Time's Pulse, Flashing Blade, Null Follow-Up, Infantry Flash, and others with more than sufficient degrees of effectiveness. Additionally, she does not suffer from exploitable weapon effectiveness that is common for dragons and armors. 


When refined, Sharena's unique weapon Fensalir gains a basic but deceivingly useful effect: it essentially combines the effects of both Dull Ranged and Dull Close, allowing her to neutralize all of the visible bonuses of any foe to zero. Additionally, the effect refinery of said weapon grants her an innate Spd/Def Bond, which slightly makes up for Sharena's basic statline when the Bond condition is fulfilled. Together, these two effects constructively give Sharena more equal, practical grounding in fights against more highly-invested, highly-merged enemies, especially considering Sharena herself cannot be merged at this time of writing. 


Lack of Merging Potential

Like the rest of the Askr trio, Sharena, unfortunately, does not have a way to bolster her strength and Arena scoring potential with merges. Despite there being methods of padding out her stats (such as bonus stats, Summoner Support, Dragonflowers, Trait Fruits, Mythic Heroes and blessings, etc), they cannot effectively change Sharena's innate traits, leaving her an often left-behind choice compared to more mergeable and customizable units. 

The Current Scoring Formula

This matters typically less for people more concerned with Aether Raids, but it bears mentioning. Since the current Arena scoring formula takes merges and base stat total heavily into consideration, Sharena will also score lower than your most highly-merged, high investment bonus units in the same season. Fortunately, this is typically less of an issue for those merely looking to maintain their rewards in Tier 18-20.5 rather than stay in Tier 21. 

Average Magical Tolerance 

Like most conventional lance units, Sharena doesn't take to Resistance-hitting attacks particularly well. Though her Speed is decent and her total Resistance bulk typically comes out to 68-70 uninvested (depending on the refined weapon used), both stats can leave her vulnerable to powerful magical follow-ups if they are not invested in further. 

Lack of Specialization

Sharena's statline is good, but her base stat total and distribution generally still leave her largely wanting for more in the relevant places. As such, in terms of competition, fellow infantry such as Kris and Legendary Dimitri have much access to the same perks as Sharena while also boasting tools and attributes that can make the Princess of Askr quite green, especially in terms of dedicated tanking.

Lances in other movement categories also tend to have flashy features that may leave Sharena ignored, including powerful followup methods (Brave Hector) or higher potential offenses with movement class perks (most lance fliers and their access to Flier buff stacking). 

Weapon Skills

Weapons SP Rng. Mt.
Learns by default at 2 ★
Steel Lance
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Unlocks at 3 ★
Lance Users Only
200 1 11

Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn.

Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally Attack

Grants Atk+4 to an adjacent ally until the end of the turn.

Learns by default at 2 ★
1 150

Passive Skills

Passive Skills SP Slot
Speed +1

Grants Spd+1

Inheritable by all units.
Unlocks at 1 ★
Speed +2

Grants Spd+2

Inheritable by all units.
Unlocks at 2 ★
Speed +3

Grants Spd+3

Inheritable by all units.
Unlocks at 4 ★
Fortify Def 1

Grants adjacent allies Def+2 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 3 ★
Fortify Def 2

Grants adjacent allies Def+3 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 4 ★
Fortify Def 3

Grants adjacent allies Def+4 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 5 ★

Other Info

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